Shaman King (3.5e Prestige Class)

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Shaman King
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Yoh, A Shaman King

Shaman King[edit]

Spirit Unity!
—Yoh, Human Shaman King

A Shaman King is a person that bonds with a spirit to form an amazing team and gain power.

Becoming a Shaman King[edit]

Shaman Kings are people who team up with spirits to grow in power. While many varations of shamans exist, the basic Shaman King uses a ghost as his "guardian spirit". The prime ability for the Shaman King is Wisdom, but there are multiple abilities that rely on Charisma and Intelligence as well.

Entry Requirements
Base Attack Bonus: +4
Feats: Necromantic Presence.
Special: To become a Shaman King, the player must have made some form of peacefull contact with an undead, elemental, or outsider.

Table: The Shaman King

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spirit Points
Fort Ref Will
1st +0 +0 +0 +2 Guardian Spirit, Necromantic Presence,

Spirit Presence, Spirit Sight

14
2nd +0 +0 +0 +3 Spirit Power 20
3rd +1 +1 +1 +3 26
4th +2 +1 +1 +4 Spirit Power 32
5th +3 +1 +1 +4 38
6th +3 +2 +2 +5 Spirit Power 44
7th +4 +2 +2 +5 50
8th +5 +2 +2 +6 Spirit Power 56
9th +6/+1 +3 +3 +6 62
10th +6/+1 +3 +3 +7 Spirit Power 68
11th +7/+2 +3 +3 +7 74
12th +8/+3 +4 +4 +8 Spirit Power 80
13th +9/+4 +4 +4 +8 86
14th +9/+4 +4 +4 +9 Spirit Power 90
15th +10/+5 +5 +5 +9 Spirit Apothesis 96

Class Skills (2 + Int modifier per level)
Knowledge(Nature), Balance, Use Magic Device.

Class Features[edit]

Necromantic Presence: Any feats the Shaman King has that affect undead under his control, but not ones that affect undead at their creation, also affect a Shaman King's guardian spirit. As long as your spirit is an undead.

Spirit Sight: A Shaman King can easily see incorporeal creatures, and as long as he has them within his line of sight, he can make out what they look like.

Guardian Spirit: At 1st level, or after if necessary, a Shaman King must find a Guardian Spirit. The guardian spirit must be of the same alignment. A Shaman King can choose from a variety of undead, elemental, or outsider, but the basic choice is a ghost, as being incorporeal is very beneficial. The guardian spirit is treated mostly as a cohort, once it becomes the guardian spirit. The guardian spirit's Hit Dice must be no more then the Shaman Kings Hit Dice. The guardian spirit levels as a cohort, and goes into any class available to it. The guardian spirit must have an Intelligence of at least 8. Some Shaman Kings wait untill higher levels before taking on a guardian spirit, as this allows them to take on more powerfull beings.

Spirit Presence: When a Shaman King is within 40ft of his Guardian Spirit, both the Shaman King and his guardian spirit gain a bonus to hit and damage equal to the Shaman King's wisdom modifier.

Spirit Power: At 2nd level and every two levels after, the Shaman King gains a Spirit Power. These spirit powers may have requirements, such as what powers you already have or what type of guardian spirit you have. The list of possible spirit powers are below. The most basic being Spirit Unity.

Spirit Unity: The Shaman King's guardian spirit dematerializes and merges with the shaman. This process takes a full round action, and the Shaman King's guardian spirit must be in an adjacent square. The Shaman King gains a bonus to hit and damage equal to his widom modifier, and gains half the spirit's speed (Min of 10ft, rounded down) to his base speed. The Shaman King and his guardian spirit can talk telepathiclly. This power uses 1 spirit point a round. When the Shaman King ends the unity or falls unconscious, the guardian spirit rematerializes in an adjacent square.

Greater Spirit Unity: Requires: Spirit Unity. Greater Spirit Unity works the same as Spirit Unity, except you also add your Shaman King level to hit and damage, and you gain your spirit's movement speeds, or keep your own, whatevers higher. This power costs 3 spirit points a round.

Spirit Control: Requires: Spirit Unity. Similar to Spirit Unity, the Shaman King's guardian spirit dematerializes and merges with an item in the Shaman King's possesion. Activating this spirit power takes a full round action. This item is usually a weapon or shield. The item gains a Fly speed equal to the spirit's base land or fly speed, with perfect maneuverability. It has a bonus to hit and damage equal to the Shaman King's wisdom modifier if it's a weapon. If it's a shield, the shield has a deflection bonus equal to the Shaman King's wisdom modifier or the guardian spirit's natural armor/natural deflection, whichever is stronger. If it's an item, it gains a fly speed equal to double the guardian spirit's base land or fly speed, whichever is highest. The guardian spirit controls all movement, and can communicate telepathiclly with the Shaman King. The item, weapon, or shield can only be of medium size or smaller, plus one size category per 2 levels of Shaman King. This power costs 1 spirit point per round.

Greater Spirit Control: Requires: Spirit Control, Greater Spirit Unity. Greater Spirit Control allows you to form your spirit into a weapon and shield. You choose what form your guardian spirit takes, but you choose when you take this ability and you can't change it later. The rules for weapons and shields from Spirit Control are the same here, except you take the original shield and add your level to it. Meaning a large steel shield created via Greater Spirit Control by a level 8 Shaman King has a +2 to Ac, and a +8 Deflection bonus. You divide your level between your bonus to hit and damage, and your bonus to Ac. So you can have a +0 to hit and damage in order to have a shield with the full bonus, or you can have a full bonus to hit and damage with no shield bonus. Unlike normal Spirit Control, the weapon and shield you create are locked to your body, and cannot be disarmed. You may switch the bonuses around as a swift action for a cost of 6 spirit points. Greater Spirit Control cost 2 spirit points a round to use.

Perfect Spirit Control: Requires: Greater Spirit Control. With Perfect Spirit Control, the Shaman King uses his spirit to make a weapon of medium size. This weapon appears small, but is affected by "keen". It deals double damage, including double damage from Spirit Control Specialty is you have it, and then gains a bonus to hit and damage just as Greater Spirit Control. It also gives you a Armor Bonus equal to your level. This power costs 6 spirit points a round to use.

Spirit Merge: Requires: Perfect Spirit Control. You gain all the power of Perfect Spirit Control and Spirit Fusion. This changes your form to resemble your spirit. This power costs 6 spirit points a round.

Spirit Control Speciality: Requires: Spirit Control. With Spirit Control Specialty, a Shaman King's spirit possession is powered up. The Speciality increases the cost of Spirit Possession by 1 spirit point per round, but gains 1d6+half the Shaman King's level in damage. The damage is of a chosen element, which must be chosen when you gain this spirit power.

Spirit Fusion: Requires: Greater Spirit Unity. With Spirit Fusion, instead of merging minds with your spirit, you fuse completely. This gives the normal benefits of Greater Spirit Control, but it gives you other benefits as well. You gain temporary hp equal to your guardian spirit's Hit Dice. You gain your guardian spirit's movement speeds, if they're faster, and then the speeds are doubled. Any feats your guardian spirit has, you can also use. This power costs 6 spirit points a round.

Giant Spirit Form: Requires: Greater Spirit Control. You manifest your guardian spirit in a giant form. Your spirit grows to Gargantuan size, and all of it's abilities increase accordingly. As long as you are within 40ft of your spirit, you may use Greater Spirit Control or Greater Spirit Unity without dematerializing your spirit. This power costs 5 spirit points a round.

Spirit Strike: Requires: Spirit Unity. While using Spirit Unity or Spirit Control, the Shaman King lashes out with a weapon, shield, or item, sending out a blast of energy. The blast is appropriate to the weapon or item used, and also changes based on if Spirit Control is used. If Spirit Control is used and the Shaman King has Spirit Possession Specialty, then the blast does the same elemental damage as Spirit Control. The blast deals damage equal to (1d6/per Shaman King level + Wisdom Modifier), plus damage from Spirit Presence. This spirit power costs 6 points to use, and has a range of 10ft+10ft/Shaman King level.

Omega Spirit Strike: Requires: Spirit Strike. The Shaman King sends out a wave of spirit energy. This attack works the same as Spirit Strike, except, it deals damage equal to (2d8/per Shaman King level + Wisdom Modifier). This attack is a wave, it affects one 10ft by 10ft square/per Shaman King level. Any inside the square get a Reflex save for half damage (DC 10+Shaman King Level+Wisdom Modifier). This power is a greater power, and costs 5 spirit points per two Shaman King Levels.

Shikigami: You animate a number of Tiny sized spirits. These spirits are brought out of small rocks or leaves, and you can summon as many as 2 times your wisdom modifier. The spirits are too weak to do any damage, but they can clean and move things around for you. They also make good target dummies. This spirit power cost 1 point to use.

Shikigami Kooni: Requires: Shikigami. You summon a swarm of Shikigami. The Shikigami Swarm has swarm traits, with a swarm attack. It has 30 hp, Ac 18, and a grapple equal to your Wisdom modifier + your level. This swarm lasts for a number of rounds equal to your Wisdom modifiers. It costs 6 spirit points to summon.

Greater Shikigami: Requires: Spirit Unity, Shikigami. You summon a Greater Shikigami. It's statistics are given below, and it lasts a number of rounds equal to 2 times your charisma score. It costs 10 spirit points to summon, and you can only summon 2 at a time, max.

Servant Spawn: Requires: Zombie, Ghoul, or Skeleton-like Guardian Spirit. The Shaman King controls a number of spawn, of the same type as his guardian spirit, which he can summon to his aid at will. The creatures under the Shaman King's control must have an ECL 4 under the Shaman King's ECL. The spawn serves the Shaman King to it's best ability. The Shaman King controls a number of spawn equal to his Charisma Modifier. The Shaman King can summon the spawn as a Full Round Action, and they disperse when the Shaman King chooses, or after 1 hour. The cost of summoning these spawn is 1 per spawn.

Servant Spawn Army: Requires: Servant Spawn. You bring forth a large amount of servants, these servants last for a number of rounds equal to 2 times your charisma score. You summon a number equal to your charisma score. This spirit power otherwise works the same as Servant Spawn.

Summon Giant Spirit: Requires: Servant Spawn. The Shaman King summons a Huge sized version of a servant spawn. This creature is otherwise the same. It lasts for a number of rounds equal to your charisma score, and costs 15 spirit points to use.

Vampiric Specialty: Requires: Spirit Unity, Vampiric Spirit Guardian. You channel your vampiric guardian spirit into yourself, gaining vampiric qualities. You gain your guardian spirit's Blood Drain and Damage Reduction. The Shaman King gains immunity to crits, massive damage, mind affects, and ability damage/drain. You loose the damage reduction in sunlight. This power costs 1 spirit point a round.

Lich Specialty: Requires: Spirit Unity, Lich or Dracolich Spirit Guardian, Caster level 8. While using Spirit Unity, you gain the ability to cast any spells that your Lich can cast as he can, and you gain immunity to criticals. Your normal Spell Unity aura appears to be ghastly while using this power, as your channeling a very powerful undead. This power costs an additional 3 spirit points a round.

Dracolich Specialty: Requires: Lich Specialty. The epitome of the Shaman king, a Dracolich based Shaman King is a terror to behold, and is obviously a feat only aquired by epic level characters. You gain the Frightfull Presence and Breath Weapon of your spirit guardian. You can also cast any spells your guardian spirit can cast just as "Lich Specialty". You gain Crit immunity, and Massive Damage Immunity. This spirit power cost 8 spirit points a round.

Spirit Apothesis: Once a day, for a number of rounds equal to 2 times your Wisdom Score, you and your guardian spirit merge completely. You take on a form thats combined with your spirit. You can use any of your spirit's abilities, such as spellcasting and feats. You gain half your spirit's hp as temporary hp, and you gain their natural armor, or natural deflection bonus. You can activate Spirit Unity while in this form. When the form ends you and your spirit take half the damage you took while in the form.

A Shaman King's Guardian Spirit[edit]

For all purposes, the guardian spirit of a Shaman King must be friendly with the shaman. This means, for example, if the spirit is a ghost, then it's "reason", or "unfinished business", for being a ghost has been finished. Or, if the spirit is a zombie, it's intelligence must be 8 or higher, which can be difficult. The spirit must also be free, if created as a spawn or etc. Spawned beings that are made specificlly to be spawn, such as vampire spawns, cannot be used as guardian spirits.

Shikigami Kooni
Size/Type: Tiny Magical Beast (Swarm)
Hit Dice: 4d12 (24 hp)
Initiative: 3
Speed: 20ft, Fly 30ft (Perfect)
Armor Class: 15, touch 15, flat-footed 12
Base Attack/Grapple: +4/-
Attack: Swarm (1d6-3,x2)
Full Attack: Swarm (1d6-3,x2)
Space/Reach: -/-
Special Attacks: Distraction(Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.).
Special Qualities: Swarm Traits, Imune to piercing and slashing
Saves: Fort +4, Ref +7, Will +3
Abilities: Str 4, Dex 16, Con -, Int 6, Wis 14, Cha 4
Skills:
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Neutral
Advancement: -
Level Adjustment: -


Greater Shikigami[edit]

Greater Shikigami
Size/Type: Huge Magical Beast
Hit Dice: 8d12 (43 hp)
Initiative:
Speed: 40ft, Fly 60ft (Perfect)
Armor Class: 18, touch 12, flat-footed 14
Base Attack/Grapple: 8/16
Attack: Slam(2d10+9,x2)
Full Attack: Slam(2d10+9,x2)
Space/Reach: 15ft/15ft
Special Attacks: Powerful Charge(+3d6+12 damage)
Special Qualities: DV 60ft., Low-light vision, Crit and Massive Damage Immunity
Saves: Fort 8, Ref 8, Will 8
Abilities: Str 22, Dex 18, Con -, Int 14, Wis 18, Cha 6
Skills: -
Feats: Monkey Grip, Run, Quick Draw
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 6
Treasure: None
Alignment: Neutral
Advancement: -
Level Adjustment: -


Ex-Shaman King[edit]

When a Shaman King's Guardian Spirit is killed, or leaves, he becomes an Ex-Shaman King. As an Ex-Shaman King you cannot take new levels of Shaman King, nor can you use any Shaman King abilities. You can become a full Shaman King again by the "atonement" spell, and then you can gain a new guardian spirit.

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